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This study describes and evaluates the representations of male video game characters and their related game themes. Utilizing Connell’s theory of Hegemonic Masculinity, this study assesses masculinity and manhood in video games. Connell (2005) has argued that ideal types of masculinity exist in society in order to reinforce the hegemonic masculine ideal. I argue that video game characters operate as these ideal forms in the same way that military personal and professional athletes do. Previous research on video games does not fully address the relationship video games have with cultural ideals of manhood and manhood acts. Specifically, this study integrates a numerical assessment of male characters as well as a descriptive examination of game themes by utilizing actual game play of top selling U.S. video games Forty one video games were collected based on reported profitability, genre specifics (“story focus” genre), and video game classifications (PlayStation 3, Xbox 360, or PC game). The unit of analysis consisted of two hour footage from each game (an hour and a half from the beginning of the game and the final thirty minutes of the game). The sample resulted in 406 characters. Male video game characters were found to exemplify Connell’s Hegemonic Masculinity through proficient and/or weaponized bodies, sexual conquest, and policing of sexuality (specifically heterosexuality). In conclusion, I argue that masculinity is favored in video game narratives as well character personalities and behaviors.